ShortTripToHell wrote: »I play in some sort of ball and I am certainly not the best(so take my advice with a pinch of salt). I think it should be doable, but aren't you creating a ball group to kill ball groups?
Ryath_Waylander wrote: »I know that I myself would actually enjoy the challenge if someone could teach us what skills to use and dedicate a group to this purpose. Would it be possible? I know as a solo or 3 person group you're probably going to be ineffective against a ball group but could ball"breakers" be a thing?
Wanna kill a ball group with 6 people? 6 dk, 5 stamina wearing azureblight and crimson popping magma inside the zerg with 2h maelstrom and stampede, 1 mag dk in magma heali g them
Thank me later
Ryath_Waylander wrote: »Wow comprehensive answer @Thraben. That is very interesting reading and insightful. I can see it's not so simple after all and you have answered a lot of nebulous questions and just plain ignorance I had on the topic. Thank you for taking the time to address so many points.
To keep this article alive (and in the vain hope that people might actually learn something from it instead of accusing ball groups), I will show here some builds that actually "work" in regular intervalls. As said above, no one should expect to defeat a ball group single- handedly, as they are good players who more often than not have far more experience in the game than you have.
1. The Magsorc
First things first, don't even try that on a usual engine guardian portsorc. Those guys don't have enough damage to make a difference, and will never have.
a) Equipment:
You need Vicious Death, Mechanical Acuity (could even be Heavy), and Balorgh. You need to use a lightning staff (I suggest a BRP one), or 2 Axes/ one Great Axe.
b) Skills:
Given that you already HAVE a source of Major Sorcery, you do the following:
Vulcanic Rune (/Degeneration) -> Inevitable Detonation -> Haunting Curse -> Ring of the Elements -> Light (Overload) Attack -> Mages Wraith -> Borrowed Time, then repeat.
In the very most cases, it won't be enough, but as a MagSorc, you have basically unlimited attempts.
c) recommended:
Shadow Mundus, Nirnhorned Weapons, being a Khajit, Race against the time, full magic damage jewelry
d)
I will now provide you with some details WHY it works unlike the stuff you normally do:
Ball groups have 5 layers of survivability: Immunity to Dots (Purge), Immunity to Soft CC (Purge, or a mythic object), Immunity from ranged attacks (Wall of Frost), Resistance to single player bomb attacks (via maximum health and oftentimes Gossamer), and a Healing over Time of at least 2000 multiplied by group size.
Noobs already fail to penetrate the first 3 layers - indeed, if you have good purge and a good Wall of Frost shield, the incoming damage of the group is already reduced by roughly 80-90% (depending on the combat situation).
So why and how is THIS different?
Short answer: Because it turns their layers of defense against them.
a) Dots: 3 skills in the rotation are purgable. So why are they there? - to FORCE the group to purge. The Purge activates the Inevitable Detonation(s), and since they run as a tight ball, the Detonation alone can do up to 12k AoE damage. And if they do not purge, they will still eat substancial AoE Dot damage from the BRP staff and the Curse and might be overwhelmed by b)
b) Why those single target damage skills? The frost shield and the purge can be overwhelmed at times. If they are, you want to stand ready to execute one of them with brutal damage, so that the Vicious Death does the rest. Remember: One Inevitable Detonation and 2 VDs are typically enough.
c) The correct counter to those kinds of attacks is to not purge and trust in massed radiant regenerations to heal more than the Dots do damage. Since you cannot do enough damage to kill one of them without their purge bot player's assistance, you need to interrupt this by using a Borrowed Time bubble. Borrowed Time will stop their healing for maybe one second, but more importantly, their purger will panic, and will most probably immediately purge directly after the stunfield, providing you with the mass detonation you want.
d) So what is Balorgh for, then? Sometimes you need to go all in and combine this with a Negate or a Meteor (or, if you are courageous, with a combo of Heavy Overload + Dawnbreaker).
It is important that you don't overestimate your chances. Port away when they become aware of you and wait for your chance. On open field, this will only work against really bad ball groups, but ball groups like choke points, and so do YOU.
I rarely see anyone else do this to enemy "immortal" zergs infesting a friendly keep, so its time for a bit of promotion. Chains away!
https://youtu.be/hSKjjpULHbo
milllaurie wrote: »3 stamdens
1 stamsorc with negate (me)
One templar heal with nova.
Ryath_Waylander wrote: »I have been having a bit of fun with the frozen portal but am still not experienced enough to read the changes in direction quick enough and I need to be more situationally aware. When that happens I get flattened. Of course it only helps when there are more experienced players around to take advantage of the tiny hiccups I cause. The ball groups are actually fascinating to watch, it's like a living thing. The werewolf or two in the lead are really effective with the fear disruptions.
I) The smallest counter-bomb group size is 2. A Necro and a Bombblade. The Bombblade's setup is pretty much standard with the exception that s/he wears harmony as jewelry. The Necro's task is to provide the Grave Robber Synergy, lower the damage resitance of the enemy group, and apply a Totem/ Borrowed Time, as well as to do some additional damage. Both StamNecros and MagNecros work in that role.
II) The next tactically important group size is 4. If you have a bunch of casuals/ of people with a useless duelling/ small scale skill setup, you wait until the ball group is camping at a chokepoint of their choice (like an outpust, or a rooftop), then three of you setup three (cold-)stone trebs who are targetting the same area. The 4th player waits near the target area, and calls for the salvo, then executes the survivors with his Ulti/AoE execute skill.
III) If your group size is 5, and they are all magicka classes, you can just throw a combination of Inevitable Detonation and Blackroseprison-staff- improved Elemental rings at them. Since you can do it from 50meters away, and they are crippled by their lack of ranged fire power, you might lose some players who are getting targeted, but THEY will lose everything sooner or later. Be aware of enemy Pugs, though, as they are more dangerous to you than the enemy ball group
IV) A fairly optimized 6-person group is able to do all of the above. Of course you might be still outnumbered 2:1, but since they are crippled by their lack of ranged firepower, and since you deny them Vicious Deaths and AoE damage situations, you can stop them long enough for allied players to arrive. With those allied meat-shields occupying them, their wipe through one of the aforementionned methods is only matter of time. Be aware, though, that those random "allied" players are more dangerous to you than to them - never fight in melee range together with those walking Vicious Death detonators.
2) Other common misconceptions:
a) "Use Lightning ballistae/ Ice Trebs!" - Maybe they die from laughter if you try that.
b) "Negate them!" - A Negate without enough damage is worthless. Most groups almost entirely rely on Vigor/ Radiant Regen, and a Negate doesn't stop that healing. A BORROWED TIME would do, though. That being said, a Negate is useful to stop barriers and a synergy strike.
c) "Spam CC!" - Great God, no. There is a hierarchy of CC in this game, and you don't want them to be immune to good (decisive) CC. That being said, soft CC should be fairly useless anyway. These groups themselves typically exploit server issues with some sort of hard CCs, and so feel free to do the same to them. However, whilst they prefer to exploit unbreakable FEARS, your best friend is the FROZEN PORTAL skill of the Warden. Use it AGAINST their general running direction, and pull the group apart. The other good CC is the aformentionned Borrowed Time.
d) "They are bots/ bad players." They fight in a group skill setup. Many of them would most likely kick your ... when they could switch to their solo skill setup. That being said, yes, there are also groups whose players are not exactly known to be good small scalers.
e) "I will snipe- gank them with my awesome penetration build!" - Wall of Frost is a skill that makes the group virtually immune to projectiles. Bows fire projectiles, so....
3) Other true statements:
a) "Leave them alone, and they'll get bored." - True. Ball groups are easy opponents because you can win by refusing to fight. Just turn the flags back, and go away when they camp on rooftops. They can actually be quite useful for your faction to guard your border outposts against another faction, or to keep your scroll safe by denying the other faction access to it.
b) "Don't repair the outpost's Main Gate!" - Fear not the fact that you are trapped with the enemy ball group inside. Fear the fact that you are trapped inside with those "allied" 17k health bowtard Vicous Death detonators right next to you.
Realistically the only real counter to a ballgroup will be another ballgroup. Unfortunatly, majority of them all just avoid fighting eachtoher since none of them are interested in actual challanging fights. Watched the other day two ballgroups inside arrius just watching eachother after they tried to fight one another twice, both clashes ended in somewhat of a stalemate where no one really wiped. This ended in both of the groups just farming whoever bothered to come inside the keep to defend it (which weren´t many btw).
Ballgroups avoiding eachother and at the same time claiming to look for "good fights" are like 4 man premades in BG´s who only queue when they know there are no other premades online.
But reading the "counters" are just pathetic since there are so many tools that easily hardcounters any kinda of counter.
* Roots/snares?: Everyone runs snowthreaders and while I don´t have too much insight to what the ballgroup "meta" is, I can imagine pairing snowthreaders with a few Swift traits would be somewhat ideal. Snowthreaders is a big offender that should be adressed in my opinion. Having permanent immunity to roots/snares is way too strong for the small trade off of not being able to sprint.
* Negates?: Negate doesn´t do anything when earthgore simply removes it. In my opinion Earthgore shouldn´t remove ground based ultimates like standard or negate. No monster set or gear should have such a powerful "afk" mechanic for doing something simple as just healing.
* HoT stacking and purge cooldown has been mentioned several times over and needs to be adressed a well. But I don´t expect ZOS to do anything about it anytime soon.
An alternative explanation is that it wasn't even a real ball group, but a semi- casual PvP group. A ball group is by definition hardcore/ progress (which does not imply it can't be defeated by a semi- casual or even casual group, or a bunch of clever randoms)
Ryath_Waylander wrote: ». Perhaps they felt free to use the WW's knowing there were more inexperienced small groups on with the group size changes?
3.The Azureblight Reaper
Stamina classes are generally bad a fighting ball groups since their skills typically revolve around winning 1vs1 situations. An exception is the Azureblight Reaper.
a) class:
I would recommend a StamSorc, but StamNecro, StamWarden, StamDK & MagDK also work.
b) equipment:
You need the set Azureblight Reaper. That means that this build does NOT work when proc sets are disabled. Most will use a Mahlstrom 2hander, but this is not really required, just more fun. Malacath's Band is also a good idea since it decreases the amount of enemies you have to hit by 25%.
c) recommended:
Patience, and decent survivability. I would also suggest that you practice bombing flags against PuGs with it.
d) skills:
AR works only if you can manage to apply 20 DoT ticks to a number of enemies at the same time. Thus, you need preferably ground based AoE DoT skills.
There are 3 skills which are particular good here, because they have more than one tick per second:
I. Surpression field
II. Mystic Orbs
III. Shocking Syphon (and its morphs)
2 of them are StamSorc skills, so I stick with that class. But if you are a REALLY skilled Necro, you could combine all this with a Grave Robber self- synergy and Blast Bones.
As a StamSorc, you should have Hurricane anyways, and Razor Caltrops are also a no- brainer.
Those 4 skills together mean that your Azurblight bomb needs only between 3 and 4 seconds to detonate, which is a reasonable time.
Now you need a way the pin down your victims: The most obvious solution is to port-through, but a Borrowed Time would be more devastating. If it's successful, use an execute skill.
How and why it works:
Ground-based DoTs are not purgable. Additionally, a Negate AND a Stunfield are quite unsettling for an inexperienced ball group. However, make no mistake, the skill requirement is quite huge for that tactic. Definitely not something I would recommend a beginner player to try.
3.The Azureblight Reaper
Stamina classes are generally bad a fighting ball groups since their skills typically revolve around winning 1vs1 situations. An exception is the Azureblight Reaper.
a) class:
I would recommend a StamSorc, but StamNecro, StamWarden, StamDK & MagDK also work.
b) equipment:
You need the set Azureblight Reaper. That means that this build does NOT work when proc sets are disabled. Most will use a Mahlstrom 2hander, but this is not really required, just more fun. Malacath's Band is also a good idea since it decreases the amount of enemies you have to hit by 25%.
c) recommended:
Patience, and decent survivability. I would also suggest that you practice bombing flags against PuGs with it.
d) skills:
AR works only if you can manage to apply 20 DoT ticks to a number of enemies at the same time. Thus, you need preferably ground based AoE DoT skills.
There are 3 skills which are particular good here, because they have more than one tick per second:
I. Surpression field
II. Mystic Orbs
III. Shocking Syphon (and its morphs)
2 of them are StamSorc skills, so I stick with that class. But if you are a REALLY skilled Necro, you could combine all this with a Grave Robber self- synergy and Blast Bones.
As a StamSorc, you should have Hurricane anyways, and Razor Caltrops are also a no- brainer.
Those 4 skills together mean that your Azurblight bomb needs only between 3 and 4 seconds to detonate, which is a reasonable time.
Now you need a way the pin down your victims: The most obvious solution is to port-through, but a Borrowed Time would be more devastating. If it's successful, use an execute skill.
How and why it works:
Ground-based DoTs are not purgable. Additionally, a Negate AND a Stunfield are quite unsettling for an inexperienced ball group. However, make no mistake, the skill requirement is quite huge for that tactic. Definitely not something I would recommend a beginner player to try.
vesselwiththepestle wrote: »1. Ground-based DoTs will be removed by Earthgore.
2. If an enemy dies to Azureblight, would it proc VD?
3. Do Azureblight stacks from different players still work together? So it might be interesting to team up with another Azureblight Reaper, adding synergies + harmony to the mix?
1 StamWarden (SubAssault, Frozen Portal, AoE Execute, Healing, Bone Shield)
2 MagWardens (SubAssault, Proxy OR Inevitable Deto, Healing)
1 MagDK (Rapid buff, Proxy OR Inevitable Deto, Talons, Orbs, Wall of Frost, Healing)
1 MagNecro (Purge, Proxy OR Inevitable Deto, Grave Robber, Borrowed Time, Healing)